Clinical Relevance: Headset-based simulator training is increasingly utilised in eye care education, offering opportunities to improve clinical skills in a controlled, reproducible environment. These tools support the development of innovative training approaches in eye care.
Background: While the educational advantages of headset-based simulators are recognised, the potential challenges and limitations that users may encounter remain understudied. This study investigated changes in user comfort and vision functionality following a 40-minute headset-based simulator training of indirect ophthalmoscopy.
Methods: Fifty-four participants aged 20 to 45 years (21 eye care professionals and 33 optometry students, analysed as a single group) underwent a 40-minute training session using the Eyesi binocular indirect ophthalmoscope simulator. User comfort with a custom-designed symptom questionnaire and visual functions using the RAF ruler, von Graefe technique, and prism bars were assessed before and immediately after the headset-based simulator training session.
Results: Following the headset-based simulator training, there was a significant recession of both the near point of convergence ( < .001) and the near point of accommodation ( < .001). Baseline visual functions correlated with changes following headset-based simulator training, specifically near point of accommodation ( = 0.32, = .02), horizontal near heterophoria ( = -0.37, = .01), horizontal far heterophoria ( = 0.27, = .04), blur point in positive fusional reserves ( = -0.61, < .001), recovery point in negative fusional reserves ( = -0.36, = .01), and AC/A ratio ( = -0.51, < .001). Questionnaire results indicated a significant increase in discomfort following the headset-based simulator training ( < .001).
Conclusion: Forty-minute headset-based simulator training can lead to altered vision functionality and pronounced discomfort in some individuals, highlighting the variability in individual responses to training indirect ophthalmoscopy skills in video see-through augmented reality.
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http://dx.doi.org/10.1080/08164622.2025.2473643 | DOI Listing |
Clin Exp Optom
March 2025
Department of Optometry and Vision Science, University of Latvia, Riga, Latvia.
Clinical Relevance: Headset-based simulator training is increasingly utilised in eye care education, offering opportunities to improve clinical skills in a controlled, reproducible environment. These tools support the development of innovative training approaches in eye care.
Background: While the educational advantages of headset-based simulators are recognised, the potential challenges and limitations that users may encounter remain understudied.
IEEE Trans Vis Comput Graph
May 2024
The inferior alveolar nerve block (IANB) is a dental anesthetic injection that is critical to the performance of many dental procedures. Dental students typically learn to administer an IANB through videos and practice on silicone molds and, in many dental schools, on other students. This causes significant stress for both the students and their early patients.
View Article and Find Full Text PDFEye (Lond)
April 2024
Department of Clinical Neurosciences, Cumming School of Medicine, University of Calgary, Calgary, Alberta, Canada.
Standard automated perimetery is considered the gold standard for evaluating a patient's visual field. However, it is costly and requires a fixed testing environment. In response, perimetric devices using virtual reality (VR) headsets have emerged as an alternative way to measure visual fields in patients.
View Article and Find Full Text PDFWorld Neurosurg
February 2024
Department of Neurological Surgery, Henry Ford Hospital, Detroit, Michigan, USA. Electronic address:
Background: Augmented reality (AR) is an emerging technology in neurosurgery with the potential to become a strategic tool in the delivery of care and education for trainees. Advances in technology have demonstrated promising use for improving visualization and spatial awareness of critical neuroanatomic structures. In this report, we employ a novel AR registration system for the visualization and targeting of skull landmarks.
View Article and Find Full Text PDFTechnol Health Care
March 2024
12 Parsec, Root, Switzerland.
Background: Impaired manual dexterity is frequent and disabling in patients with multiple sclerosis (MS), affecting activities of daily living and quality of life.
Objective: To develop a new immersive virtual-reality (VR) headset-based dexterity training to improve impaired manual dexterity in persons with MS (pwMS) while being feasible and usable in a home-based setting.
Methods: The training intervention was tailored to the specific group of pwMS by implementing a simple and intuitive application with regard to hardware and software.
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